We thank AC for highlighting previous similar works. In our subsequent version, we will incorporate a discussion on these studies.
Specifically, AC brought attention to DeepVoxels[1], which employs GRU to process voxel features along a ray. We also noticed its successor, SRN[2], uses LSTM for ray-marching. We address these concurrently:
While both transformers and GRU have similar algorithmic concepts, the way they handle and process sequence data sets them apart. Transformers are capable of parallel computation of sequence features, positioning them as particularly efficient for rendering tasks. One major advantage of volume rendering over earlier RNN-based methods is its efficiency in parallel computation of each point's hitting probability. This parallelism is crucial, as it allows for processing more points on the ray, leading to an increased resolution. Furthermore, evidence[3] suggests that the number of sample points directly impacts rendering quality. On the contrary, methods like DeepVoxels and SRNs recursively process features, which is resource-intensive. For instance, DeepVoxels demands 12GB VRAM for a $64^3$ voxel resolution, and SRNs, even with 4 Nvidia V100 GPUs, are capped at a 512x512 pixel resolution. Such constraints inhibit their capacity to produce high-grade renderings and sufficient training. As NeRF[3] discussed, SRN's view synthesis power is somewhat limited, emphasizing the advantages of modeling rendering as sample point probability distributions. In this context, Transformer is reminiscent of our approach that leverages attention to compute each point's hitting probability, drawing inspiration from volume rendering. Furthermore, like SRNs and DeepVoxels, our method can harness large data sets to understand rendering's statistical nuances. Our primary findings also suggest a synergy between these processes.
In addition, AC also highlighted **Deep Shading**[4], a method that employs CNNs in screen space. Unlike the aforementioned methods, Deep Shading operates in a setting where the attributes of each pixel are provided prior. The 3D virtual scene's geometry and attributes are pre-known, enabling the network to "learn" shading based on screen space information. This approach maps various attributes to RGB values to achieve specific shading effects and improve rendering quality. On the other hand, methods like NeRF, Deep Voxel, and ReTR do not have this pre-existing scene information (i.e., the attributes present in Deep Shading). These methods employ different rendering techniques and leverage multiple 2D views provided to infer the surface of objects.
Direct comparisons can be challenging given the diverse settings and objectives of methods like Deep Shading, DeepVoxels, and ReTR.
We acknowledge the potential ambiguity of “Rethinking” in our initial title. The revised title will be: “**ReTR: Modeling Rendering via Transformer for Generalizable Neural Surface Reconstruction**.” We are grateful for AC's constructive feedback.
If the AC has further concerns, please kindly let us know.
**References**
[1] DeepVoxels CVPR 2019
[2] SRNs NeurIPS 2019
[3] NeRF ECCV2020
[4] Deep Shading CGF2017